Low to Mid-Magic Campaign

Adventuring in Tellene

This is a time when as a Dungeon Masters I want to attempt a more “real” campaign, where flashy magic is rare. This opens up all sorts of interesting and challenging situations, where the PCs must survive by their skills, wits, and of course equipment, alone.

Magic is powerful . . . not trivial. Obviously, magic holds no threat or benefit in a campaign where none exists. In a low or mid-magic campaign, however, magic can happen in one of two ways.

In the first situation, magic is notable when it happens. Characters should at times be awed, maybe frightened, or at the very least respectful when witnessing it in action. Magic is considered the work of gods and powerful wizards, and the effects it produces are sometimes enormous. Major spells usually involve numerous casters to pull off, take an extraordinary amount of time to cast, and often include a magical device to act as a power source.

In the second situation, magic is extremely subtle are rarely witnessed visibly-if at all. Spells of this nature probably fall under the Divination, Enchantment, or Illusion school. A good example of “low impact” magic can be found in the witch or shamans as well as healers, a variant spellcasting class. Spellcasters would advance very slowly, although they would probably be sought after as wise men or women.

Magic items are often the source of legends, quests, and adventures, even though their power pales when compared to ‘normal’ campaigns.

Choose your equipment:

Without spells to aid characters in everything from locating objects to blasting monsters, what you carry on your person is extremely important. Torches and lanterns are necessary without the benefit of light spells. Lacking fly or levitate spells, ropes and ladders would be the only way to scale walls. A flaming bottle of oil (or alchemist’s fire in this campaign) could be a great equalizer in combat, when fireballs are unavailable. In keeping with the tone of a “real” campaign, weight and encumbrance come more heavily into play. In short-if you can’t carry it, you can’t have it. This does increase the paperwork, but it also adds a gritty realism that some this DMs and the players who tend to join should enjoy.

Combat, wounds, and healing:

With the complete limitation of healing magic, combat is deadly. Adventurers should choose their battles wisely and be ready to run if things turn against them. Damage from exotic sources like fire, acid, or cold can have far-reaching effects that are unimportant when healing magic is readily available.

The Heal skill:

Healing and healers are vital in a low-magic campaign. Without the benefit of a cleric’s cure, resurrection, or regeneration spells, wounded adventurers can expect to spend a great deal of time healing up between major confrontations and are dependent on trained physicians to assist them. Possessing a healer’s kit would be crucial to anyone with the skill.

Alchemy:

In this Low / Med-Magic campaign, magical effects are most often found in alchemical items, which can mimic certain low-level spells. The Alchemy skill could be a great benefit to a party, although creating items will take up more time than actual adventuring. Individuals who would be considered wizards or sorcerers in a regular campaign are more likely to be thought of as alchemists (experts or adepts). Alchemy is probably the only form of “magic” that characters ever see, and prices will sometime reflect that accordingly. Adventurers can expect to pay at least twice the indicated amount, if not more when not in a major or capital city.